Blam's Recent Forum Activity

  • Hi, this is one that has been giving me a headache. If anyone knows what it's called and I've missed the post please just tell me the name, but here's the problem anyway.

    Here's the simplified version.

    There's a slow target object moving through space at a randomly created but constant speed in a straight line.

    I have an 'smartcannon' that will fire a projectile at this object whenever the player presses a button. The projectiles always go the same speed and in a straight line.

    I want the projectiles to always hit these targets, but to do so only by changing the angle that it is fired at.

    I've been trying to work out the Trig to predict a line ahead of the target and picking where the projectile will need to intersect to hit it but both the distances and times scale together.

    I know the distance between starting points once the player hits the fire button and know they have to hit at the same time (given distance = time * speed)

    Also I'm *really* trying not to give up and use point defense lasers or heat seeking missiles.

  • Is pin to distance supposed to move the red blocks?

  • Oh tyvm Velojet!

    I could have sworn enter was working before. Maybe it was a stuck key.

    It's not in the part about comments in the manual btw if any admin read this. (http://www.scirra.com/manual/81/comments)

  • "Enter" should give a new line when making a comment, but instead it quits out.

    This is probably not a vital bug but I like to use a paragraph of comments outlining what I need each group to do before I make it, so I was hoping you could put it back as it was.

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  • You think it's ok to give away someone else's work for free?

    Without asking them you're going to choose to take away any of their future sales?

    The graphics are textured but its essentially a copy and paste of the entire rest of the game.

    It can cost a company hundreds of thousands of dollars to hire awesome designers to design and develop a world, its locations, histories, species and characters, clothing and technology styles, voices and personalities.

    Companies and communities can and do make things using other people's Intellectual Property all the time because they ASK FIRST. And if they say no? That's saved everyone a metric butt-tonne of time.

    You clearly haven't had any experience in industry, but these are not giant grey buildings that eat money. We're talking about groups of people who risk their own money on trying to make something cool, and yes make profit.

    I find it really weird that most people have jobs which they do SOLELY for the money. "If it wasn't for the money, I'd quit" they say. But if someone else makes even more profit than you, now they're doing something immoral? This is "It's ok when I do it but awful if they do it" thinking.

    If the group *really* want to continue with the remake, make a deal with the company. They might even be able to sell the work they've done to Square so they can bring out a HD revamp of an old classic, as is happening with other games. For all you know Square Enix could already making a HD remake themselves.

    Loving a game does not make it your property.

  • -Drag and drop between windows within Construct 2

    I have two event windows open side by side a lot, I know copy and paste works but it feels like dragging and dropping events sideways between event sheets is something that's just missing.

    -Sharing the same clipboard between multiple copies of Construct 2

    I've found I can't copy and paste between separate copies of Construct 2 at all.

    It would probably need to ask if the user would like to copy a required sprite or other resource along with it if this was to be of more general use.

    Ideally, being able to drag an event from one screen and into the other would make it very intuitive and easy to use.

    (Idk about other users but I try to keep a "code snippets" library of pieces I can (theoretically) drag in)

  • I think your post is a pretty succinct programming practice tutorial already. Thanks! :)

  • Thanks Vtrix. I have been using groups but I think the problem is more with designing as I go rather than getting it all out first. The groups end up overlapping each other and either contain too much to too little, then I end up with closely related code being in completely different sections. At least this has been a good learning experience. I think I better notch this up as a prototype and start over. Such a mess.

  • D'oh! That's embarrassing.

    Thanks Ashley.

  • I'm having the same problem as cs2curious.

    If we just go by the family example that comes with cs2, how would we give each of the 7 different enemies their own health value? If all code is being told is that the laser has collided with "a member of the 'Enemies' family", I want to say "-100 from it's health" but have the starting healths all different. I'm thinking it should be something like "-100 to [family].member.'health'"?

    So far I've just copied and pasted a heap of times but if I can find out how to do this it would save heaps of work.

  • I found it easier to start a new event sheet for each layer as I was originally putting everything in one single event sheet and it was getting really hard to navigate.

    So one for the HUD overlay, inventory box, background, buildings, usable objects, enemies and a couple for different menus. (I know I'm forgetting a few but you get the point)

    I was imagining a cleaner version would essentially be a feature keeping it all in one sheet but dynamically show only the code relevant to the area you're working on.

    Perhaps I should have suggested a feature filtering the code that affects a single selected object rather than a whole layer.

    I think I just need to rethink the way I'm splitting things up and just need to keep track of everything on a big sheet of paper or three, but thanks anyway.

  • I think you're right, I didn't consider objects switching layers like that. Thanks for considering it anyway.

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Blam

Member since 11 Jan, 2012

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